Towing - Fix swimming issues (#9401)

* Fix swimming issues

* Fix fire with rope in hand
This commit is contained in:
Dystopian 2023-11-11 04:16:11 +04:00 committed by GitHub
parent 4dd2568fe0
commit 74be4f1503
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GPG Key ID: 4AEE18F83AFDEB23
3 changed files with 35 additions and 4 deletions

View File

@ -3,6 +3,7 @@
["MouseButtonUp", LINKFUNC(onMouseButtonUp)] call CBA_fnc_addDisplayHandler;
GVAR(mouseLeft) = false;
GVAR(mouseRight) = false;
GVAR(blockFireEHID) = -1;
GVAR(cancel) = false;
GVAR(canAttach) = false;
@ -11,4 +12,3 @@ GVAR(canAttach) = false;
params ["_parent", "_child"];
_child setTowParent _parent;
}] call CBA_fnc_addEventHandler;

View File

@ -28,8 +28,9 @@ if (_ropeLength == 0) then {
_unit removeItem _ropeClass;
GVAR(isSwimming) = _unit call EFUNC(common,isSwimming);
GVAR(putWeaponAwayNextFrame) = false;
GVAR(cancel) = false;
GVAR(canAttach) = false;
[LINKFUNC(towStateMachinePFH), 0, [TOW_STATE_ATTACH_PARENT, _unit, _target, objNull, _ropeLength, _ropeClass]] call CBA_fnc_addPerFrameHandler;
[QGVAR(ropeDeployed), [_unit, _target, _ropeClass]] call CBA_fnc_localEvent;

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@ -18,11 +18,38 @@
params ["_args", "_handle"];
_args params ["_state", "_unit", "_parent", "_rope", "_length", "_ropeClass"];
private _wasSwimming = GVAR(isSwimming);
GVAR(isSwimming) = _unit call EFUNC(common,isSwimming);
// skip this frame to wait for weapon in hands
if (_wasSwimming && {!GVAR(isSwimming)}) exitWith {GVAR(putWeaponAwayNextFrame) = true;};
// move weapon to back in next frame
if (GVAR(putWeaponAwayNextFrame)) then {
if (currentWeapon _unit isNotEqualTo "") then {[_unit] call EFUNC(weaponselect,putWeaponAway)};
GVAR(putWeaponAwayNextFrame) = false;
};
// block fire when swimming in wetsuit with weapon
if (GVAR(isSwimming) && {currentWeapon _unit isNotEqualTo ""}) then {
if (GVAR(blockFireEHID) == -1) then {
GVAR(blockFireEHID) = [_unit, "DefaultAction", {true}, {}] call EFUNC(common,addActionEventHandler);
};
} else {
if (GVAR(blockFireEHID) != -1) then {
[_unit, "DefaultAction", GVAR(blockFireEHID)] call EFUNC(common,removeActionEventHandler);
GVAR(blockFireEHID) = -1;
};
};
private _exitCondition = !(
(alive GVAR(attachHelper)) &&
{ alive _parent } &&
{ alive _unit } &&
{ "" isEqualTo currentWeapon _unit || { _unit call EFUNC(common,isSwimming) }} &&
{
currentWeapon _unit isEqualTo ""
|| {_unit call EFUNC(common,isSwimming)} // swimming in wetsuit forces weapon in hands
|| {getPosASLW _unit select 2 < -1.5} // walking-to-swimming animation in wetsuit lasts for 3 seconds
} &&
{ [_unit, objNull, [INTERACTION_EXCEPTIONS]] call EFUNC(common,canInteractWith) } &&
{ "unconscious" isNotEqualTo toLower animationState _unit } &&
{ !(_unit getVariable ["ACE_isUnconscious", false]) } &&
@ -149,6 +176,9 @@ switch (_state) do {
[_handle] call CBA_fnc_removePerFrameHandler;
_unit setVariable [QGVAR(hint), []];
call EFUNC(interaction,hideMouseHint);
if (GVAR(blockFireEHID) != -1) then {
[_unit, "DefaultAction", GVAR(blockFireEHID)] call EFUNC(common,removeActionEventHandler);
GVAR(blockFireEHID) = -1;
};
};
};